"You do realize that knowing the make-up of these potions could very well be the difference between life and death for any of us right?" Faerin replies to Kern's dismissal, " Or would you rather wait until there's a crossbow bolt sticking out of your chest and blood gurgling in your mouth, to try and figure out if the potions someone frantically tries to feed you just makes your dying body invisible or something."
Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4
Teryll steps between Faerin and Kern.
"You both have valid points, but from a practical standpoint, Faerin is right. The last thing we want is a "healing potion" to be a vial of deadly poison instead. There's also the matter of the equipment we've seized. Those armors might also save a life if it's better protection than what we've got now"
He holds up the two bows. "Hal, are you interested in either of these?"
@ Halden: For ease of play, all composite bows give your full strength bonus to damage (they aren't specifically rated). However, for exceptional strengths (over a +4 modifier), those are specially made and cost more.
@ Faerin: Yes, you can use that profession skill in place of Spellcraft for potions.
"All of these are minor healing potions" Linzi indicates several potions.
"These four I couldn't identify, but they are also conjuration magic"
She holds up the last vial, "This potion will cure blindness"
Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4
Teryll hands Pyros, the normal longbow. Handing Hal the compound bow he says;
"I will still be effective with my current bow. You will probably get better use of it overall. What about the armors? Signy, Hal or Pyros could probably make good use of the breastplate or chain? I could also use one or the other, as they are better than my current equipment, but I'll defer to someone more likely to be up front."
----
Galahad: Thanks for the info on the compound bows. For future planning, does the "adaptive" enchant allow for the bow to go over +4 Str bonus, or will we need to get a custom made version to go over
that cap?
You eventually wind up in the open courtyard that leads to the banquet hall. Here you see signs of fighting as well and several bodies, both guards and assassins, lie at the entrance. As you begin to proceed past them, you hear a groan and notice the armored figure of the Dwarven cleric of Groetus lying amongst the bodies. He appears to be wounded.
As Linzi determines the nature of the healing potions, Faerin studies the four more complex ones, applying her knowledge of herbs, magical admixtures and keen senses to the contents of the vials
Pyros shakes his head at the offer of the armor. "I am used to my own armor. I fear heavier suits would do more to limit my motion than they would to protect me. And anyway, I don't want to waste the time it would take to change armor."
His worries are slightly misplaced about the breastplate (while it would prevent him from getting his full Dex bonus, it would still provide a net +1 to AC). But we're in a hurry. Maybe he'll take it later if no one else can use it.
"You're not dying" she tells the dwarf. "Get over yourself. You're coming with us, you'll be fine. We can heal your wounds up, but if we do you're fighting with us in return. What do you say?"
Pyros continues past the dwarf. From the sound of it, he probably isn’t worth bothering with. Best continue on. Only when the others stop does he slow, then glance back. Have him guard the gnome. They’re well-matched for speed. He says, trying to keep the disdain from his voice. Neither one of the two is worth our time is what he *wanted* to say.
Faerin has a difficult time keeping the smile from her lips.
And I thought dwarves weren't prone to melodrama
Looking at the symbol of Groetus as he laments, she shakes her head. "Entropy is part of the natural order, this isn't that. Drink this and you'll be fine." she says handing him a healing potion and getting up from her crouch.
"What? How is this possible? I guess Groetus has decided it's not my time yet."
The dwarf seems genuinely surprised. He gets up and picks up his shield and mace.
"I suppose I will aid you in repelling these assassins." He says with grim resolve.
At the far end of the courtyard, you see copious amount s of smoke and what appears to be several guards. As you get closer, you see someone that you recognized from the original meeting last night directing efforts to quell the blaze.
"Ah, reinforcements! Just in time. Lady Jamandi is beset in the hall. I believe only Ezvenki is with her at the moment. I need to send her help, but I need to stop this fire first. Can you get to her? You will have to pass through this corridor, if you move quickly, the fire should not hinder you too much."
Looking into the corridor, Faerin frowns for a moment before raising her hands, beginning a primal chant in druidic as two gallons of water coalesce in the air cascading down to quench a section of the fire. Without hesitation she continues, focusing on another burning area.
casting Create Water. 2 gallons with each casting.
Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4
As Faerin starts creating water over the flames, Teryll steps up next to her. Grasping his holy symbol, and calling upon Erastil's blessings he also begins creating water.
The water begins appearing close to where Faerin's spells have manifested.
"We two alone likely won't be able to put this all out, but we should be able to create a safe path through, and leave the guards to control the rest.
Also casting Create Water: 2 gallons per. Positioning my water to nearly overlap Faerin's, so that we might get a clear way to the other side if possible.
Do we really need to help that dwarf. I've never seen someone just give up on life so easily. Priests are strange folks. I guess he might be useful if he stops complaining.
When Faerin and Teryll start using their magic to put out the fire, Halden says "That's quite the useful trick." Once the path is clear, he heads into the hall.
Nodding at the wizard's reasoning, Faerin turns her focus above their heads, thoroughly dousing each of her companions, decreasing the odds of them catching fire.
Halden is initially hesitant to go through the flames. This is a stupid idea. It's not worth burning to death to help some noble. There's no way I'm...gah! Halden's train of thought is interrupted by a blast of cold water. Seeing the others run through the flames, he steels himself and follows.
Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4
Teryll also changes the focus of his spells helping Faerin douse the rest of the group. Once all of them have been wet down, he whispers;
"Erastil protect my neighbors and I in this time of strife." and sets off running after the others
The path through the fire is relatively unobstructed and, with the dousing by Faerin, you make it through unscathed. You end up in a side corridor that leads to a door that will enter the banquet hall to the left (when facing) of the head table. The door is closed at the moment and no enemies are in the corridor. The sounds of combat can be heard coming from the other side of the door.
Let me know of any prep before opening the door to the banquet hall. I will have a map up by this afternoon.
Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4
Approaching the door, Teryll readies his bow, and grasping his holy symbol calls upon Erastil to strengthen him in the upcoming fight. before nocking his arrow.
When you burst into the banquet hall, you see a large group of people. At the South end of the hall you see a large glowing dome of force. In side the dome is Lady Jamandi and another man facing off against a Frost Giant, Three mages seem to be conducting a ritual to maintain the dome of force. A group of assassins stands between you and these mages. In their center is a man that is shouting orders.
Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4
Bolstered by his spell, Teryll moves all the way into the room to allow his allies clear lines of sight to the enemy. He comes to a stop, aims, takes a deep breath then exhaling releases his arrow at the one shouting orders.
Halden (and everyone else), please say what square you move to (i.e. give the grid designation like Teryll did). Faerin, I assume you are still just outside the door. Also, I forgot to put Pyros in the first group, you can go before the enemies also.
This is an inprogress campaign looking for 3-4 new players. They are currently 4th level. This game is based off of the Owl Cat Games CRPG version of Kingmaker. There are several main character types that are available to play by anyone. Anyone that chooses to play one of these NPCs will get first consideration. The available characters are as follows:
Amiri, the iconic Barbarian from Pathfinder.
Ekundayo, a human ranger that worships Torag.
Harrim, a dwarven cleric of Groetus.
Valerie, a human tower shield fighter
Octavia, a half-elf transmuter wizard with one level of rogue.
Regongar, a half-orc magus
Each of these have secret backgrounds which I will provide for you.
So you want volunteers? I would speak for Regongar, absolutely, as long as I can be a lot more CN, a lot more pleasant, and not ask the Baron to give it to me harder after we sleep together. I would be all over it.
I am actually about to launch the game now, I play it almost every day. The characters already exist right? They are being inherited from your current place in the campaign? Just wondering what room there is to re-spec.
For those who might be interested, the current party is my Fighter (Aldori Defender)/VMC Magus and a Druid. My fighter believes that, as the representative of the Aldori on the expedition, he will naturally take charge of the New Rostland we found, free from Brevic tyranny by the light of the Everbloom. Whether anyone else will agree with that...remains to be seen.
Are you not interested in other character concepts, or merely giving precedence to those players willing to forgo them? I enjoy the game, but I feel like playing one of the NPCs in a play-by-post game will feel too much like following a script to me. :)
I am not married to new players playing one of the major NPCs, but I will give those willing to play them first consideration (although someone that wishes to play a traditional cleric, dedicated healer would also get high consideration). Also, you can respec them as you wish (for instance, you can change Valerie to a different archetype of fighter if you wish). As far as following a script, only their secret background is given, after that, you can play them any way you see fit (it's why I'm not making Linzi, Tristian, Jaethal, or Jubilost choices as they have very specific, and long going story components to their parts). The characters I listed as playable are all involved with the group already.
So you want volunteers? I would speak for Regongar, absolutely, as long as I can be a lot more CN, a lot more pleasant, and not ask the Baron to give it to me harder after we sleep together. I would be all over it.
I am actually about to launch the game now, I play it almost every day. The characters already exist right? They are being inherited from your current place in the campaign? Just wondering what room there is to re-spec.
Super cool idea.
Yes, I would appreciate that as I have removed all of the sexually explicit material.
I'm interested - big fan of the Owlcat game. Is everyone hyped Wrath of the Righteous is coming out next month? :D
However, I'd want to play my own original character so I will start building a cleric for the entry pool. (Harrim is a bit too melancholy for me.) I have been wanting to play a supportive role (I already have a witch idea) but I've been thinking cleric after seeing someone in my RL Rise of the Runelords table play one.
Side note:
I am considering GMing Kingmaker after I finish my Ruins of Azlant (Books 1-3) game so I have been slowly creating and curating materials. If selected, we can use a copy of my Kingdom Sheet. I still have months of time to improve/add to this, but it might be cool to see how it is in practice.
I've always had a soft spot for Amiri, and her oversized bastard sword, as well as kingmaker! I might respec her slightly to make the oversized weapon less of a crippling impediment, but other than that, I'd love to give it a shot!
For those thinking about party balance or different roles, I'm the other existing character, druid Green Faith initiate, currently herbalist but retraining to Plant domain once we have the downtime.
Faerin is a big proponent of the Green Faith and wants to ensure that the developing kingdom remains in harmony with nature.
In that case I'd love to rebuild Valerie. Might have her keep the tower shield, but the archetype has to go.
Any other restrictions on character building?
25pt buy, two traits plus a campaign trait, and yes, the tower shield archetype is really bad.
Another question: How do you feel about Combat Stamina? If you are ok with it, would Fighters get it for free or would you need to pick it up normally?
Another question: How do you feel about Combat Stamina? If you are ok with it, would Fighters get it for free or would you need to pick it up normally?
We are not using Combat Stamina, but we are using the Elephant in the Room/World is Square feat tax rules.
Are we using wealth by level? What about background skills? Is unchained barbarian ok? The campaign traits are for characters who are native to brevoy, if we're playing an iconic should we pick different ones? Sorry about all the questions!
Are we using wealth by level? What about background skills? Is unchained barbarian ok? The campaign traits are for characters who are native to brevoy, if we're playing an iconic should we pick different ones? Sorry about all the questions!
From the initial build conversations:
“25pts for stats and we will be using the Feat Tax rules with the following exceptions: completely ignore appendix II. Also, notice there is no longer an exotic weapon group. Instead any character that has a special class feature or racial feature that gives them proficiency in what was normally an exotic weapon instead gains Weapon Focus with that weapon.”
“Weapon Finesse is no longer a feat, so any other feat that has it as a pre-req, is available without it. The feat for adding Dex to damage is Slashing Grace (or also Fencing Grace for a rapier) and no longer requires Weapon Finesse as a pre-req.”
“I see what mistake I made about Appendix II, I was mostly referring to the change in defensive combat rules (we will be using the normal rules for that). The feats; Power Attack, Combat Expertise, & Deadly Aim are still no longer feats, but combat options for anyone that had a BAB of +1 or greater.”
And yes we are using Background skills. Hope that helps some.
Hmm, in that case I'll claim Octavia. Hopefully I can do her justice!
Do we know if our relationship is pre-existing? And, if we breakup by post, is that like the time on Sex in the City when the guy left Carrie a post-it? Maybe I should learn how to say, "it's not you, it's me" in Elven ...
I didn't realize this game isn't using the kingmaker hex map or kingmaker building rules so I'm withdrawing my interest. Good luck to all who apply! :)
Do we know if our relationship is pre-existing? And, if we breakup by post, is that like the time on Sex in the City when the guy left Carrie a post-it? Maybe I should learn how to say, "it's not you, it's me" in Elven ...
It's pretty important to both of their backstories, I'd say! Though I have always been a little concerned that Octavia doesn't belong with him because their alignments in the game are so opposed. :)
Do we know if our relationship is pre-existing? And, if we breakup by post, is that like the time on Sex in the City when the guy left Carrie a post-it? Maybe I should learn how to say, "it's not you, it's me" in Elven ...
It's pretty important to both of their backstories, I'd say! Though I have always been a little concerned that Octavia doesn't belong with him because their alignments in the game are so opposed. :)
Well his progression in the CRPG brings him to CN, and that's why I asked Galahad0430 if that was an acceptable starting point. I don't mind playing selfish and a touch narcissistic, but I'm not going to fry old ladies and their dogs just because they're irritating.
Regongar
Male half-orc magus (spellblade, eldritch scion) 4 (Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Ultimate Magic 9, 49)
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 90 ft.; Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 36 (4d8+4)
Fort +5, Ref +2, Will +5
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Offense
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Speed 30 ft.
Special Attacks eldritch pool (+1, 10 points), magus arcana (pool-sourced athame[UM]), spell combat
Magus (Spellblade, Eldritch Scion) Spells Known (CL 4th; concentration +9)
. . 2nd (2/day)—gust of wind (DC 17), levitate
. . 1st (5/day)—feather fall, obscuring mist, shocking grasp, windy escape[ARG]
. . 0 (at will)—detect magic, light, mage hand, open/close (DC 15), prestidigitation, read magic
. . Bloodline Elemental
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 15, Wis 13, Cha 20
Base Atk +3; CMB +4; CMD 15
Feats Additional Traits, Extra Arcane Pool[UM]
Traits brigand, charming, charming smile, cunning soul, natural flier
Skills Acrobatics +1 (+2 while flying), Appraise +6, Bluff +6 (+7 vs. characters who could be attracted to you), Diplomacy +6 (+7 vs. characters who could be attracted to you), Fly +9, Intimidate +15, Knowledge (arcana) +7, Linguistics +3, Lore (Orcs) +6, Profession (barkeep) +6, Sense Motive +2, Spellcraft +9, Use Magic Device +10; Racial Modifiers +2 Intimidate, brigand
Languages Abyssal, Common, Elven, Goblin, Orc
SQ bloodrager bloodline (elemental[ACG]), force athame, hedonistic, orc blood
Other Gear brooch of blending (half-orc)[ARG], knight-inheritor’s ring, 1,000 gp
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Special Abilities
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Darkvision (90 feet) You can see in the dark (black and white only).
Eldritch Pool +1 (10/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Force Athame (Sp) At 2nd level, a spellblade magus can sacrifice a prepared magus spell of 1st level or higher as a swift action to create a dagger of force in his off hand. The athame lasts for 1 minute or until dismissed, has an enhancement bonus on attack and damag
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pool-Sourced Athame (Su) Instead of sacrificing a prepared spell to create the force athame, the magus can spend points from his arcane pool to do so. An athame created this way has an enhancement bonus equal to the number of arcane pool points spent.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
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Amiri: Human Unchained Invunerable Rager Barbarian 4 [Favored Class bonus HPx4]
|HP:45|BaB:4|AC:12 T:12 FF:10|Fort:6 Ref:3 Will:3 (+1 against mind affecting, +2 when raging)|Init:+7
Str: 17+2+1
Dex: 14
Con: 14
Int: 10
Wis: 12
Cha: 10
Skills Ranks Stat Class Misc Total
Acrobatics 3 2 Y 0 6
Climb 1 5 Y 0 9
Swim 1 5 Y 0 9
Ride 1 2 Y 0 6
Perception 4 1 Y 0 8
Survival 4 1 Y 0 8
Intimidate 4 5 Y 0 13
Craft(Leather) 2 0 Y 0 5
Background
Handle Animal 4 0 Y 0 7
Lore (6 Bears Tribe) 4 0 Y 0 7
Class Stuff
Fast Movement 10ft
DR 2(1/2lvl)
Endure elements cold
Rage: 12rds/day: +2 to hit, damage,to Will Saves, 2Xlvl temp hp
Rage Powers:
Accurate Stance: Move action +2 to hit for rage
Intimidating Glare: Use Str to intimidate, can intimidate an adjacent foe as a move action
Feats:
Elephant in the room: Power attack
Human: Reckless Rage
1st: Furious Focus
3rd: Improved Initative?[Retrain to cornugon smash at 6th]
Traits:
Campaign Trait: Issian: +1 on Will saves vs mind Affecting
Indomininatble Faith: +1 to Will saves
Veteran of battle: +1 to init, and can draw a weapon in the surprise round
5th: Skill unlock intimidate
7th: Vital Strike
9th: Devastating Strike
11th: Improved Vital Strike
13th: Furious Finish
15th: Greater Vital Strike
[Uptrain a feat to cornugon smash at 6th level?]
Grab Sharpened Accuracy, and improved DR-, as well as swift footed
Here's my proposed Amiri build, still with quite a bit of wiggle-room. As you can see, I really don't know what I want as my 3rd, and 5th lvl feat. I tried to stay pretty faithful to the original concept, hopefully it's to taste! (Items not yet implimented) Feedback welcomed!
Trait bonuses don't stack, just FYI! Both Amiri and Regongar have some redundant traits.
@Kazmanaught, are you still doing the oversized bastard sword thing? Because this seems like one edge case where the Titan Mauler archetype might be really useful for her. If I'm reading it right, at 3rd level she could wield a Large bastard sword (2d8 base damage) two-handed with only a -1 penalty, and a Huge bastard sword (3d8 base damage) two-handed with a -5 penalty, decreasing to -4 at 6th, -3 at 9th, -2 at 12th, and -1 at 15th. (Maybe she could increase the size of the sword later in her career?)
Just to be clear: all exotic weapons are now martial?
Right now I'm in a bit in doubt on my build for Valerie. Either she'd be more classic Valerie and become a walking fortress with a tower shield or I change her to a heavy shield and do something odd/ugly like wielding a butchering axe in one hand (versatile design to make it a polearm or spear combined with Shield Brace).
I've made a first pass at Octavia's stats here. She's poised to become an Arcane Trickster, as she commonly does in the computer game. Comments and suggestions welcome!
Thank you @erikd, I'll fix that trait thing as soon as I get the campaign traits thing cleared up. But you are right, they definitely don't stack! I was planning on going to the oversized bastard sword route, and had not considered that I could wield a huge bastard sword later in my career! (Which is why I had passed over the architype, removing the oversized weapon penalty is way less useful than DR) I really like invunerable rager, but I'll probably switch over to titan mauler; it's thematically very appropriate.
Awesome, @Kazmanaught! I look forward to seeing what you come up with for a build! I love the Invulnerable Rager too, but I must admit I have played with it so much that the allure of something different kind of made Titan Mauler jump out at me. And that level 1 power should come in handy in Kingmaker, especially considering how gung-ho computer-game-Amiri is to fight giant creatures!
I am very tempted.. I told myself I wouldn't play kingmaker until I could get guns in the hand of every guard in the kingdom, but this is very tempting...
I'm considering Amiri, Octavia or our sulking, dwarven cleric.
And seeing as how the former two are already being work on... I feel it would be rude to attempt my own variations. So, I'll work out our dwarven friends new look
Although I am sad, Jubilost is amazing and I love the character. Truly a missed chance in my opinion XD.
Initial thought is destruction/madness domains. Though Void/destruction is also tempting.
Divine Paragon, is being considered for archetype as well.
Warpriest is like slayer for me. I see it, I think it's great mechanically. But it just feels off. Besides, the fighter would likely be a 1 level dip, and be entirely for saving two feats. (heavy armor prof, and a freebie) So, likely not worth it. And honestly, I'm a tad worried if I went warpriest, our divine casting would be lacking quite a bit.
Also, you get 2, 3 channels top. And I'm not gonna be taking selective
Don't have the charisma for it. It will probably be 2 channels as well.
And Yes Groetus gets fun domains. Not the strongest per say, thats more Desna or Caydean, but fun ones.
My vision for Harrim- As he was in my games, a decent front liner, with a mixture of buffs, heals, and damage deals. Fill in the front line with hammer(or flail) and maybe shield, buff when needed, or throw a few spells around when needed (later on, early on, relying more on hit with hammer).
I thought about a reach build, but That doesn't feel quite right. '
I also intend to play Harrim a little more towards his later self. Less angry, more grumpy but comforting.
"Yes, it is true, all things must end. However just as the good times end, so too, will these trials and sufferings, run their course and return to dust. One way or another."
So based on my re-reading of titan mauler, at least RAW, a huge bastard sword would be out due to the wording of massive weaponry that says, "She can use two-handed weapons meant for creatures one size category larger." A huge bastard sword would be a two handed weapon 2 size categories larger. Thoughts?
I was thinking that since a large bastard sword counts as a medium two-handed weapon with exotic weapon proficiency, a huge bastard sword would similarly count as a large two-handed weapon. Since massive weapons lets you use large two-handed weapons (with a massive penalty), it should be okay.
More or less done with Valerie. I made her an Orlovsky as I know she's of noble birth and that house fitted with her parents pushing her to be a paladin of Shelyn.
The profile continues a more offensive feat setup:
Barroom Brawler, Combat Reflexes, Improved Bravery, Improved Shield Bash, Shield Brace and Step Up.
This would be using a polearm, a heavy shield for bashing and would be a focused on hindering opponents.
Another, more traditional Valerie setup would be:
Advanced Armor Training (Master Armorer), Combat Reflexes, Improved Bravery, Mobile Bulwark Style, Mobile Fortress, Shield Focus
This build would probably use a falcata next to the tower shield and would focus on becoming an immovable object side-lining as a protector.
EDIT: Actually I'd probably take the High Guardian archetype with this, ditching Improved Bravery (lose the feature) and Advanced Armor training (will grab later) while getting a better (for this character) version of Combat Reflexes from the archetype.
Looks like no one has spoken for Ekundayo yet, I'd love to make a build for him! played the game a lot (Only gotten to act 3 but have done so about 15 times) I should have him built out in the next day or so!
Here's the write-up for Ekundyo, I did change his Dog to a wolf, if that's not okay it will be rather easy to change it back! Rostlander seemed like the most appropriate campaign trait but it doesn't fully fit. for equipment, I added the bare minimum cause you had said that it'll be custom for each character.
Ekundayo
Male Human (Garundi) Ranger 4
LG Medium humanoid (human)
Init +5; Senses Normal Sight; Perception +8
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Defense
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AC 18, touch 15, flat-footed 13 (+5 Dex, +3 Armor)
hp 36 (4d10+8)
Fort +7, Ref +9, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Hand Axe +9 (1d6+2/x3)
Ranged: Composite Longbow +10 (1d8+2/x3) or +8 (1d8+6/x3)
Rapid Shot Composite Longbow +8/+8 (1d8+2/x3) or +6/+6 (1d8+6/x3)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 21
Feats: 1st Precise Shot, Human: Weapon Focus (Bows), Ranger Bonus: Rapid Shot, 3rd Point Blank Shot, Ranger bonus (Endurance)
Traits: Rostlander, Know the Land, Suspicious
Skills
Acrobatics: +11 (5 Dex, 3 Ranks, 3 Class Skill)
Appraise: +1 (1 Int)
Bluff: -1 (-1 Cha)
Climb: +6 (2 Str, 1 Ranks, 3 Class Skill)
Craft: +1 (1 Int)
Diplomacy: -1 (-1 Cha)
Disguise: -1 (-1 Cha)
Escape Artist: +5 (+5 Dex)
Fly: +5 (+5 Dex)
Handle Animal: +6 (-1 Cha, 4 Ranks, 3 Class Skill)
Heal: +1 (1 Wis)
Intimidate: -1 (-1 Cha)
Know: Nature: +8 (1 Int, 4 Ranks, 3 Class Skill)
Perception: +8 (1 Wis, 4 Ranks, 3 Class Skill)
Ride: +12 (5 Dex, 4 Ranks, 3 Class Skill)
Sense Motive: +9 (1 Wis, 4 Ranks, 3 Class Skill, 1 Trait)
Stealth: +12 (5 Dex, 4 Ranks, 3 Class Skill)
Survival: +11 (1 Wis, 4 Ranks, 3 Class Skill, 1 Trait, 2 Track)
Swim: +7 (2 Str, 2 Rank, 3 Class Skill)
Languages: Common, Giant
Other Gear: MW Studded Leather,
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Special Abilities
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Favored Enemy (Humanoids (Giants)) +2: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track +2: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy +3: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Favored Terrain (Forest +2): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunters Bond (Animal Companion (Wolf)): The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3.
Spells (1/0/0/0)
Prepared Spells: Gravity Bow
Wolf
Female Wolf Animal Companion 2
N Medium Animal
Init: +2 Senses: Low Light Vision, Scent Perception: +5
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Defense
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AC 18, touch 12, flat-footed 16 (+2 Dex, +4 Armor, +2 Natural Armor)
hp 21 (2d8+4+4 (fcb))
Fort +5, Ref +5, Will +1;
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Offense
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Speed 50 ft.
Melee: Bite +3 (1d6+1, Trip)
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Statistics
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats: 1st Light Armor Proficiency
Skills
Acrobatics: +5 (2 Dex, 1 Rank, 3 Class Skill, -1 ACP)
Climb: 0 (1 Str, -1 ACP)
Escape Artist: +1 (2 Dex, -1 ACP)
Fly: +1 (2 Dex, -1 ACP)
Intimidate: -2 (-2 Cha)
Perception: +5 (1 Wis, 1 Ranks, 3 Class Skill)
Stealth: +1 (2 Dex, -1 ACP)
Survival: +1 (1 Wis)
Swim: 0 (1 Str, -1 ACP)
Other Gear: MW Chain Barding,
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Special Abilities
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Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Tricks: Attack x2, Bury, Seek, Heal, Defend, Speak (Questions: Where (Point nose at where), Danger? (Affirmative or negative
I'm honestly debating on whether or not to run him as a reach build. It would mean swapping around str/wis, and picking up combat reflexes at 5 (most likely).
Though, to be honest, I'm leaning more towards Hammer/axe/flail and shield. If anyone (including you our great GM) wanted to weigh in with your thoughts please do. Even if its more along the lines of thematic ones)
I may also look into dipping fighter at a later level (possibly around 10, so a good time from now) and was wondering if you would allow me to retrain heavy armor proficiency if I ever did so. I'm still not sure why clerics don't get heavy armor prof.
Also, a great thing i love to do with my animal companions at 4 is bump up their Int to 3, making them semi-sapient.
I've been playing with more ideas including one that dips a single level of Monk using the Master of Many Styles archetype so it can adopt two styles at ones (the Fighter feat that does this requires at least one of them to be a weapon style, which I'm not using). This second style to run next to Mobile Bulwark Style would be Archon Style.
This build would be a better all-round protector than the High Guardian version as it's not limited to protecting just it's charge (and itself). On the flip side, it's quite gimmicky with the monk level and not a great fit for the character. I guess you could say Valerie went soul searching after she dropped out from Paladin school.
So a few questions for the GM and the current players: What kind of Valerie would you like to see? I'm talking broad strokes here, so would you like an offensive or a more defensive version? How far is it ok to stray from the original and still be Valerie? Or does being Valerie purely depend on the rp character and not so much on the build? How gimmicky can one go?
I've been playing with more ideas including one that dips a single level of Monk using the Master of Many Styles archetype so it can adopt two styles at ones (the Fighter feat that does this requires at least one of them to be a weapon style, which I'm not using). This second style to run next to Mobile Bulwark Style would be Archon Style.
This build would be a better all-round protector than the High Guardian version as it's not limited to protecting just it's charge (and itself). On the flip side, it's quite gimmicky with the monk level and not a great fit for the character. I guess you could say Valerie went soul searching after she dropped out from Paladin school.
So a few questions for the GM and the current players: What kind of Valerie would you like to see? I'm talking broad strokes here, so would you like an offensive or a more defensive version? How far is it ok to stray from the original and still be Valerie? Or does being Valerie purely depend on the rp character and not so much on the build? How gimmicky can one go?
I'd say stronger defensive side might be a good idea given that Amiri and Regongar are likely to be heavy offense, Harrim somewhat geared toward offense as well, and Pyros (our other active player) is an offensive character, making a heavily defensive build might stand out a bit more, and bring something unique to the table.